Updated includes and spcomp to SourceMod 1.9
This commit is contained in:
Vendored
+207
-177
@@ -92,7 +92,7 @@ enum
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SNDLEVEL_RUSTLE = 20, /**< Rustling leaves */
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SNDLEVEL_WHISPER = 25, /**< Whispering */
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SNDLEVEL_LIBRARY = 30, /**< In a library */
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SNDLEVEL_FRIDGE = 45, /**< Refridgerator */
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SNDLEVEL_FRIDGE = 45, /**< Refrigerator */
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SNDLEVEL_HOME = 50, /**< Average home (3.9 attn) */
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SNDLEVEL_CONVO = 60, /**< Normal conversation (2.0 attn) */
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SNDLEVEL_DRYER = 60, /**< Clothes dryer */
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@@ -125,9 +125,8 @@ enum
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* Prefetches a sound.
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*
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* @param name Sound file name relative to the "sounds" folder.
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* @noreturn
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*/
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native PrefetchSound(const String:name[]);
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native void PrefetchSound(const char[] name);
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/**
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* This function is not known to work, and may crash. You should
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@@ -137,7 +136,7 @@ native PrefetchSound(const String:name[]);
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* @return Duration in seconds.
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*/
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#pragma deprecated Does not work, may crash.
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native Float:GetSoundDuration(const String:name[]);
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native float GetSoundDuration(const char[] name);
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/**
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* Emits an ambient sound.
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@@ -150,16 +149,15 @@ native Float:GetSoundDuration(const String:name[]);
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* @param vol Volume (from 0.0 to 1.0).
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* @param pitch Pitch (from 0 to 255).
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* @param delay Play delay.
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* @noreturn
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*/
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native EmitAmbientSound(const String:name[],
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const Float:pos[3],
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entity = SOUND_FROM_WORLD,
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level = SNDLEVEL_NORMAL,
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flags = SND_NOFLAGS,
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Float:vol = SNDVOL_NORMAL,
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pitch = SNDPITCH_NORMAL,
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Float:delay = 0.0);
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native void EmitAmbientSound(const char[] name,
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const float pos[3],
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int entity = SOUND_FROM_WORLD,
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int level = SNDLEVEL_NORMAL,
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int flags = SND_NOFLAGS,
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float vol = SNDVOL_NORMAL,
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int pitch = SNDPITCH_NORMAL,
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float delay = 0.0);
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/**
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* Fades a client's volume level toward silence or a given percentage.
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@@ -169,10 +167,9 @@ native EmitAmbientSound(const String:name[],
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* @param outtime Fade out time, in seconds.
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* @param holdtime Hold time, in seconds.
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* @param intime Fade in time, in seconds.
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* @noreturn
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* @error Invalid client index or client not in game.
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*/
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native FadeClientVolume(client, Float:percent, Float:outtime, Float:holdtime, Float:intime);
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native void FadeClientVolume(int client, float percent, float outtime, float holdtime, float intime);
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/**
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* Stops a sound.
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@@ -180,9 +177,8 @@ native FadeClientVolume(client, Float:percent, Float:outtime, Float:holdtime, Fl
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* @param entity Entity index.
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* @param channel Channel number.
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* @param name Sound file name relative to the "sounds" folder.
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* @noreturn
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*/
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native StopSound(entity, channel, const String:name[]);
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native void StopSound(int entity, int channel, const char[] name);
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/**
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* Emits a sound to a list of clients.
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@@ -202,31 +198,71 @@ native StopSound(entity, channel, const String:name[]);
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* @param updatePos Unknown (updates positions?)
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* @param soundtime Alternate time to play sound for.
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* @param ... Optional list of Float[3] arrays to specify additional origins.
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* @noreturn
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* @error Invalid client index.
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*/
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native EmitSound(const clients[],
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numClients,
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const String:sample[],
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entity = SOUND_FROM_PLAYER,
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channel = SNDCHAN_AUTO,
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level = SNDLEVEL_NORMAL,
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flags = SND_NOFLAGS,
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Float:volume = SNDVOL_NORMAL,
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pitch = SNDPITCH_NORMAL,
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speakerentity = -1,
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const Float:origin[3] = NULL_VECTOR,
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const Float:dir[3] = NULL_VECTOR,
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bool:updatePos = true,
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Float:soundtime = 0.0,
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any:...);
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native void EmitSound(const int[] clients,
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int numClients,
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const char[] sample,
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int entity = SOUND_FROM_PLAYER,
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int channel = SNDCHAN_AUTO,
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int level = SNDLEVEL_NORMAL,
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int flags = SND_NOFLAGS,
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float volume = SNDVOL_NORMAL,
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int pitch = SNDPITCH_NORMAL,
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int speakerentity = -1,
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const float origin[3] = NULL_VECTOR,
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const float dir[3] = NULL_VECTOR,
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bool updatePos = true,
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float soundtime = 0.0,
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any ...);
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/**
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* Emits a sound or game sound to a list of clients using the latest version of the engine sound interface.
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* This native is only available in engines that are greater than or equal to Portal 2.
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*
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* @param clients Array of client indexes.
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* @param numClients Number of clients in the array.
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* @param soundEntry Sound entry name.
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* @param sample Sound file name relative to the "sounds" folder.
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* @param entity Entity to emit from.
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* @param channel Channel to emit with.
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* @param level Sound level.
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* @param seed Sound seed.
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* @param flags Sound flags.
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* @param volume Sound volume.
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* @param pitch Sound pitch.
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* @param speakerentity Unknown.
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* @param origin Sound origin.
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* @param dir Sound direction.
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* @param updatePos Unknown (updates positions?)
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* @param soundtime Alternate time to play sound for.
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* @param ... Optional list of Float[3] arrays to specify additional origins.
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* @error Invalid client index.
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*/
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native void EmitSoundEntry(const int[] clients,
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int numClients,
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const char[] soundEntry,
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const char[] sample,
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int entity = SOUND_FROM_PLAYER,
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int channel = SNDCHAN_AUTO,
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int level = SNDLEVEL_NORMAL,
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int seed = 0,
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int flags = SND_NOFLAGS,
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float volume = SNDVOL_NORMAL,
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int pitch = SNDPITCH_NORMAL,
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int speakerentity = -1,
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const float origin[3] = NULL_VECTOR,
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const float dir[3] = NULL_VECTOR,
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bool updatePos = true,
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float soundtime = 0.0,
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any ...);
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/**
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* Emits a sentence to a list of clients.
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*
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* @param clients Array of client indexes.
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* @param numClients Number of clients in the array.
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* @param sentence Sentence index (from PrecacheSenteFile).
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* @param sentence Sentence index (from PrecacheSentenceFile).
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* @param entity Entity to emit from.
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* @param channel Channel to emit with.
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* @param level Sound level.
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@@ -239,33 +275,32 @@ native EmitSound(const clients[],
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* @param updatePos Unknown (updates positions?)
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* @param soundtime Alternate time to play sound for.
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* @param ... Optional list of Float[3] arrays to specify additional origins.
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* @noreturn
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* @error Invalid client index.
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*/
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native EmitSentence(const clients[],
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numClients,
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sentence,
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entity,
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channel = SNDCHAN_AUTO,
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level = SNDLEVEL_NORMAL,
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flags = SND_NOFLAGS,
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Float:volume = SNDVOL_NORMAL,
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pitch = SNDPITCH_NORMAL,
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speakerentity = -1,
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const Float:origin[3] = NULL_VECTOR,
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const Float:dir[3] = NULL_VECTOR,
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bool:updatePos = true,
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Float:soundtime = 0.0,
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any:...);
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native void EmitSentence(const int[] clients,
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int numClients,
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int sentence,
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int entity,
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int channel = SNDCHAN_AUTO,
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int level = SNDLEVEL_NORMAL,
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int flags = SND_NOFLAGS,
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float volume = SNDVOL_NORMAL,
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int pitch = SNDPITCH_NORMAL,
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int speakerentity = -1,
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const float origin[3] = NULL_VECTOR,
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const float dir[3] = NULL_VECTOR,
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bool updatePos = true,
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float soundtime = 0.0,
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any ...);
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/**
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*Calculates gain of sound on given distance with given sound level in decibel
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* Calculates gain of sound on given distance with given sound level in decibel
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*
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* @param soundlevel decibel of sound, like SNDLEVEL_NORMAL or integer value
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* @param distance distance of sound to calculate, not meter or feet, but Source Engine`s normal Coordinate unit
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* @return gain of sound. you can multiply this with original sound`s volume to calculate volume on given distance
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*/
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native Float:GetDistGainFromSoundLevel(soundlevel, Float:distance);
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native float GetDistGainFromSoundLevel(int soundlevel, float distance);
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/**
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* Called when an ambient sound is about to be emitted to one or more clients.
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@@ -294,69 +329,69 @@ typedef AmbientSHook = function Action (
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float &delay
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);
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/**
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* Called when a sound is going to be emitted to one or more clients.
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* NOTICE: all params can be overwritten to modify the default behaviour.
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*
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* @param clients Array of client indexes.
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* @param numClients Number of clients in the array (modify this value if you add/remove elements from the client array).
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* @param sample Sound file name relative to the "sounds" folder.
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* @param entity Entity emitting the sound.
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* @param channel Channel emitting the sound.
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* @param volume Sound volume.
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* @param level Sound level.
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* @param pitch Sound pitch.
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* @param flags Sound flags.
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* @return Plugin_Continue to allow the sound to be played, Plugin_Stop to block it,
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* Plugin_Changed when any parameter has been modified.
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*/
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typedef NormalSHook = function Action (
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int clients[64],
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int &numClients,
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char sample[PLATFORM_MAX_PATH],
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int &entity,
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int &channel,
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float &volume,
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int &level,
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int &pitch,
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int &flags
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);
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typeset NormalSHook
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{
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// Called when a sound is going to be emitted to one or more clients.
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// NOTICE: all params can be overwritten to modify the default behavior.
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//
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// @param clients Array of client indexes.
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// @param numClients Number of clients in the array (modify this value if you add/remove elements from the client array).
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// @param sample Sound file name relative to the "sounds" folder.
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// @param entity Entity emitting the sound.
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// @param channel Channel emitting the sound.
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// @param volume Sound volume.
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// @param level Sound level.
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// @param pitch Sound pitch.
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// @param flags Sound flags.
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// @param soundEntry Game sound entry name. (Used in engines newer than Portal 2)
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// @param seed Sound seed. (Used in engines newer than Portal 2)
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// @return Plugin_Continue to allow the sound to be played, Plugin_Stop to block it,
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// Plugin_Changed when any parameter has been modified.
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function Action (int clients[MAXPLAYERS], int &numClients, char sample[PLATFORM_MAX_PATH],
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int &entity, int &channel, float &volume, int &level, int &pitch, int &flags,
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char soundEntry[PLATFORM_MAX_PATH], int &seed);
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// Deprecated. Use other prototype.
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function Action (int clients[64], int &numClients, char sample[PLATFORM_MAX_PATH],
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int &entity, int &channel, float &volume, int &level, int &pitch, int &flags,
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char soundEntry[PLATFORM_MAX_PATH], int &seed);
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// Deprecated. Use other prototype.
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function Action (int clients[64], int &numClients, char sample[PLATFORM_MAX_PATH],
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int &entity, int &channel, float &volume, int &level, int &pitch, int &flags);
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};
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/**
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* Hooks all played ambient sounds.
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*
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* @param hook Function to use as a hook.
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* @noreturn
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* @error Invalid function hook.
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*/
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native AddAmbientSoundHook(AmbientSHook:hook);
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native void AddAmbientSoundHook(AmbientSHook hook);
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/**
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* Hooks all played normal sounds.
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*
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* @param hook Function to use as a hook.
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* @noreturn
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* @error Invalid function hook.
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*/
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native AddNormalSoundHook(NormalSHook:hook);
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native void AddNormalSoundHook(NormalSHook hook);
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/**
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* Unhooks all played ambient sounds.
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*
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* @param hook Function used for the hook.
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* @noreturn
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* @error Invalid function hook.
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*/
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native RemoveAmbientSoundHook(AmbientSHook:hook);
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native void RemoveAmbientSoundHook(AmbientSHook hook);
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/**
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* Unhooks all played normal sounds.
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*
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* @param hook Function used for the hook.
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* @noreturn
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* @error Invalid function hook.
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*/
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native RemoveNormalSoundHook(NormalSHook:hook);
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native void RemoveNormalSoundHook(NormalSHook hook);
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/**
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* Wrapper to emit sound to one client.
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@@ -374,24 +409,23 @@ native RemoveNormalSoundHook(NormalSHook:hook);
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* @param dir Sound direction.
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* @param updatePos Unknown (updates positions?)
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* @param soundtime Alternate time to play sound for.
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* @noreturn
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* @error Invalid client index.
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*/
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stock EmitSoundToClient(client,
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const String:sample[],
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entity = SOUND_FROM_PLAYER,
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channel = SNDCHAN_AUTO,
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level = SNDLEVEL_NORMAL,
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flags = SND_NOFLAGS,
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Float:volume = SNDVOL_NORMAL,
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pitch = SNDPITCH_NORMAL,
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speakerentity = -1,
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const Float:origin[3] = NULL_VECTOR,
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const Float:dir[3] = NULL_VECTOR,
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bool:updatePos = true,
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Float:soundtime = 0.0)
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stock void EmitSoundToClient(int client,
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const char[] sample,
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int entity = SOUND_FROM_PLAYER,
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int channel = SNDCHAN_AUTO,
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int level = SNDLEVEL_NORMAL,
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int flags = SND_NOFLAGS,
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float volume = SNDVOL_NORMAL,
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int pitch = SNDPITCH_NORMAL,
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int speakerentity = -1,
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const float origin[3] = NULL_VECTOR,
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const float dir[3] = NULL_VECTOR,
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bool updatePos = true,
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float soundtime = 0.0)
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{
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new clients[1];
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int clients[1];
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clients[0] = client;
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/* Save some work for SDKTools and remove SOUND_FROM_PLAYER references */
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entity = (entity == SOUND_FROM_PLAYER) ? client : entity;
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@@ -415,26 +449,25 @@ stock EmitSoundToClient(client,
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* @param dir Sound direction.
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* @param updatePos Unknown (updates positions?)
|
||||
* @param soundtime Alternate time to play sound for.
|
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* @noreturn
|
||||
* @error Invalid client index.
|
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*/
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stock EmitSoundToAll(const String:sample[],
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entity = SOUND_FROM_PLAYER,
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channel = SNDCHAN_AUTO,
|
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level = SNDLEVEL_NORMAL,
|
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flags = SND_NOFLAGS,
|
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Float:volume = SNDVOL_NORMAL,
|
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pitch = SNDPITCH_NORMAL,
|
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speakerentity = -1,
|
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const Float:origin[3] = NULL_VECTOR,
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const Float:dir[3] = NULL_VECTOR,
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bool:updatePos = true,
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Float:soundtime = 0.0)
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||||
stock void EmitSoundToAll(const char[] sample,
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int entity = SOUND_FROM_PLAYER,
|
||||
int channel = SNDCHAN_AUTO,
|
||||
int level = SNDLEVEL_NORMAL,
|
||||
int flags = SND_NOFLAGS,
|
||||
float volume = SNDVOL_NORMAL,
|
||||
int pitch = SNDPITCH_NORMAL,
|
||||
int speakerentity = -1,
|
||||
const float origin[3] = NULL_VECTOR,
|
||||
const float dir[3] = NULL_VECTOR,
|
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bool updatePos = true,
|
||||
float soundtime = 0.0)
|
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{
|
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new clients[MaxClients];
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||||
new total = 0;
|
||||
int[] clients = new int[MaxClients];
|
||||
int total = 0;
|
||||
|
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for (new i=1; i<=MaxClients; i++)
|
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for (int i=1; i<=MaxClients; i++)
|
||||
{
|
||||
if (IsClientInGame(i))
|
||||
{
|
||||
@@ -459,7 +492,7 @@ stock EmitSoundToAll(const String:sample[],
|
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* @param attn Attenuation value.
|
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* @return Integer sound level.
|
||||
*/
|
||||
stock ATTN_TO_SNDLEVEL(Float:attn)
|
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stock int ATTN_TO_SNDLEVEL(float attn)
|
||||
{
|
||||
if (attn > 0.0)
|
||||
{
|
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@@ -488,14 +521,14 @@ stock ATTN_TO_SNDLEVEL(Float:attn)
|
||||
* @return True if the sound was successfully retrieved, false if it
|
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* was not found
|
||||
*/
|
||||
native bool:GetGameSoundParams(const String:gameSound[],
|
||||
&channel,
|
||||
&soundLevel,
|
||||
&Float:volume,
|
||||
&pitch,
|
||||
String:sample[],
|
||||
maxlength,
|
||||
entity=SOUND_FROM_PLAYER);
|
||||
native bool GetGameSoundParams(const char[] gameSound,
|
||||
int &channel,
|
||||
int &soundLevel,
|
||||
float &volume,
|
||||
int &pitch,
|
||||
char[] sample,
|
||||
int maxlength,
|
||||
int entity=SOUND_FROM_PLAYER);
|
||||
|
||||
/**
|
||||
* Emits a game sound to a list of clients.
|
||||
@@ -519,22 +552,22 @@ native bool:GetGameSoundParams(const String:gameSound[],
|
||||
* @return True if the sound was played successfully, false if it failed
|
||||
* @error Invalid client index.
|
||||
*/
|
||||
stock bool:EmitGameSound(const clients[],
|
||||
numClients,
|
||||
const String:gameSound[],
|
||||
entity = SOUND_FROM_PLAYER,
|
||||
flags = SND_NOFLAGS,
|
||||
speakerentity = -1,
|
||||
const Float:origin[3] = NULL_VECTOR,
|
||||
const Float:dir[3] = NULL_VECTOR,
|
||||
bool:updatePos = true,
|
||||
Float:soundtime = 0.0)
|
||||
stock bool EmitGameSound(const int[] clients,
|
||||
int numClients,
|
||||
const char[] gameSound,
|
||||
int entity = SOUND_FROM_PLAYER,
|
||||
int flags = SND_NOFLAGS,
|
||||
int speakerentity = -1,
|
||||
const float origin[3] = NULL_VECTOR,
|
||||
const float dir[3] = NULL_VECTOR,
|
||||
bool updatePos = true,
|
||||
float soundtime = 0.0)
|
||||
{
|
||||
new channel;
|
||||
new level;
|
||||
new Float:volume;
|
||||
new pitch;
|
||||
new String:sample[PLATFORM_MAX_PATH];
|
||||
int channel;
|
||||
int level;
|
||||
float volume;
|
||||
int pitch;
|
||||
char sample[PLATFORM_MAX_PATH];
|
||||
|
||||
if (GetGameSoundParams(gameSound, channel, level, volume, pitch, sample, sizeof(sample), entity))
|
||||
{
|
||||
@@ -561,19 +594,18 @@ stock bool:EmitGameSound(const clients[],
|
||||
* @param entity Entity index to associate sound with.
|
||||
* @param flags Sound flags.
|
||||
* @param delay Play delay.
|
||||
* @noreturn
|
||||
*/
|
||||
stock bool:EmitAmbientGameSound(const String:gameSound[],
|
||||
const Float:pos[3],
|
||||
entity = SOUND_FROM_WORLD,
|
||||
flags = SND_NOFLAGS,
|
||||
Float:delay = 0.0)
|
||||
stock bool EmitAmbientGameSound(const char[] gameSound,
|
||||
const float pos[3],
|
||||
int entity = SOUND_FROM_WORLD,
|
||||
int flags = SND_NOFLAGS,
|
||||
float delay = 0.0)
|
||||
{
|
||||
new channel; // This is never actually used for Ambients, but it's a mandatory field to GetGameSoundParams
|
||||
new level;
|
||||
new Float:volume;
|
||||
new pitch;
|
||||
new String:sample[PLATFORM_MAX_PATH];
|
||||
int channel; // This is never actually used for Ambients, but it's a mandatory field to GetGameSoundParams
|
||||
int level;
|
||||
float volume;
|
||||
int pitch;
|
||||
char sample[PLATFORM_MAX_PATH];
|
||||
|
||||
if (GetGameSoundParams(gameSound, channel, level, volume, pitch, sample, sizeof(sample), entity))
|
||||
{
|
||||
@@ -604,20 +636,19 @@ stock bool:EmitAmbientGameSound(const String:gameSound[],
|
||||
* @param dir Sound direction.
|
||||
* @param updatePos Unknown (updates positions?)
|
||||
* @param soundtime Alternate time to play sound for.
|
||||
* @noreturn
|
||||
* @error Invalid client index.
|
||||
*/
|
||||
stock bool:EmitGameSoundToClient(client,
|
||||
const String:gameSound[],
|
||||
entity = SOUND_FROM_PLAYER,
|
||||
flags = SND_NOFLAGS,
|
||||
speakerentity = -1,
|
||||
const Float:origin[3] = NULL_VECTOR,
|
||||
const Float:dir[3] = NULL_VECTOR,
|
||||
bool:updatePos = true,
|
||||
Float:soundtime = 0.0)
|
||||
stock bool EmitGameSoundToClient(int client,
|
||||
const char[] gameSound,
|
||||
int entity = SOUND_FROM_PLAYER,
|
||||
int flags = SND_NOFLAGS,
|
||||
int speakerentity = -1,
|
||||
const float origin[3] = NULL_VECTOR,
|
||||
const float dir[3] = NULL_VECTOR,
|
||||
bool updatePos = true,
|
||||
float soundtime = 0.0)
|
||||
{
|
||||
new clients[1];
|
||||
int clients[1];
|
||||
clients[0] = client;
|
||||
/* Save some work for SDKTools and remove SOUND_FROM_PLAYER references */
|
||||
entity = (entity == SOUND_FROM_PLAYER) ? client : entity;
|
||||
@@ -642,22 +673,21 @@ stock bool:EmitGameSoundToClient(client,
|
||||
* @param dir Sound direction.
|
||||
* @param updatePos Unknown (updates positions?)
|
||||
* @param soundtime Alternate time to play sound for.
|
||||
* @noreturn
|
||||
* @error Invalid client index.
|
||||
*/
|
||||
stock bool:EmitGameSoundToAll(const String:gameSound[],
|
||||
entity = SOUND_FROM_PLAYER,
|
||||
flags = SND_NOFLAGS,
|
||||
speakerentity = -1,
|
||||
const Float:origin[3] = NULL_VECTOR,
|
||||
const Float:dir[3] = NULL_VECTOR,
|
||||
bool:updatePos = true,
|
||||
Float:soundtime = 0.0)
|
||||
stock bool EmitGameSoundToAll(const char[] gameSound,
|
||||
int entity = SOUND_FROM_PLAYER,
|
||||
int flags = SND_NOFLAGS,
|
||||
int speakerentity = -1,
|
||||
const float origin[3] = NULL_VECTOR,
|
||||
const float dir[3] = NULL_VECTOR,
|
||||
bool updatePos = true,
|
||||
float soundtime = 0.0)
|
||||
{
|
||||
new clients[MaxClients];
|
||||
new total = 0;
|
||||
int[] clients = new int[MaxClients];
|
||||
int total = 0;
|
||||
|
||||
for (new i=1; i<=MaxClients; i++)
|
||||
for (int i=1; i<=MaxClients; i++)
|
||||
{
|
||||
if (IsClientInGame(i))
|
||||
{
|
||||
@@ -692,4 +722,4 @@ stock bool:EmitGameSoundToAll(const String:gameSound[],
|
||||
* @return True if the game sound was found, false if sound did not exist
|
||||
* or had no files
|
||||
*/
|
||||
native bool:PrecacheScriptSound(const String:soundname[]);
|
||||
native bool PrecacheScriptSound(const char[] soundname);
|
||||
|
||||
Reference in New Issue
Block a user